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===Troops=== *'''Guardian Defenders <sup>CE</sup>:''' The basic infantry unit of Craftworld Eldar, priced at 9 pts a model. They come with a 5+ armor save and a shuriken catapult (12 range, assault 2 Ap5 Bladestorm) that they can shoot at BS4. While this might seem underwhelming, remember that Bladestorm allows you to hit at AP2 and thus threaten both MEW and TEQ due to the sheer number of shots you will put out. You can take a heavy weapon mount for every 10 Guardians up to 2 (remember that our platforms are new, individual models added to the squad and that you can equip them with a variety of heavy weaponry), as well as a warlock (lvl 1 psyker). While the Guardians may be a semi-worthy unit in a CE army due to their cheap cost and potential AP2 shots, in a Ynnari army they are outclassed by the other choices since Ynnari play much more aggressively than CE via the Soulburst rule. Of note is that they come with plasma grenades. *'''Storm Guardians <sup>CE</sup>:''' Basically the standard Guardians but with a more aggressive nuance. Armed with sword and Shuriken pistol, the Storm Guardians are much more suited for the role of basic Ynnari Troops, if one really wishes to go for a CE-majority force (hint: harlequins troops are better suited for this role, but more expensive). They come with a 5+ armor save, I5 and an extra melee attack due to the sword+pistol. They can equip up to 2 special weapons per squad (thus leading to even more MSU, the right way to go in a Ynnari army) and come with plasma grenades like their standard counterparts. So far so good - they would be a decent if cheap melee/close range unit if not for their S3 which basically neuters them in said capacity. They have the USR fleet, but not much else to go on. The unit on its own is not horrible, but the problem is that there are much better melee units (just to go with CE, Striking Scorpions, Shining Spears, Howling Banshees, Wraithblades, etc), and much better ways to deliver meltas (e.g. Fire Dragons). Of note is that while the the Guardian Stormhost makes these guys somewhat decent, giving them special weapons for free, they are still inferior to the other choices available to a Ynnari player - tl;dr pass. *'''Windriders <sup>CE</sup>:''' With 3+ armor, T4 and BS4, the Windriders are the MEQ of the Ynnari forces - just better. The great maneuverability offered by the jetbike allows them to hide to deny LoS (remember that 2D6 move in the assault phase) to enemies whose weapons would ignore their 3+ - and if a 3+ does not cut it, a 4+ cover save just might. The jetbike comes with a twin-linked shuriken catapult (for what is essentially 90% accuracy for a weapon that strikes at AP2 on every 6 you roll) but can swap it for a shuriken cannon or a scatter laser (former for general-purpose fire, latter for light armor wrecking). **Note 1: Take note that you can take a Warlock with them. Doing this is a '''very''' good idea for 2 main reasons: free Conceal for everybody for a sweet sweet 2+ cover save in the open when jinking, and a Singing Spear for S9 that can threaten even AV13/14. **Note 2: Quick math from the CE article - max squad is 270 points, and they can put out 40 S6 shots with scatter laser or 30 S6 shots with Bladestorm (for an average 5 AP2 shots). This is gonna put a dent in any squad you target. *'''Rangers <sup>CE</sup>:''' Essentially a BS4 platform for a Heavy 1 rifle (48' range) at AP6 with the Sniper USR. The unit itself comes with Infiltrate, Fleet, Stealth and Move Through Cover - theoretically their focus should be on moving in, unleashing a massed targeted fire, and then get the out of dodge; practically, they are sitting ducks since they fire snapshots with the rifle if they move (and the only reason to bring them is their rifle). On a more positive note, this unit might actually be worth it in an Ynnari force; why? Because Battle Focus does not work with heavy weapons on non-relentless models, but Soulburst does! Usage of a maxed out unit of 10 would work something like this: place them in cover/infiltrate close to the enemy, unleash massed fire (10 shots at BS4 results in 66% hitting; of these 1/2 wound due to Sniper USR for a rough 50% chance to damage MEQ counting the AP2 chance) and then Soulburst the hell out of there. Tl;dr do not expect exceptional things from them, but do not underestimate them either. **While knife-fighting with your rangers remains an option you may want to bring 2 stock units to sit on objectives in cover and snipe. While you may not get a Soulburst on the rangers themselves they can help mop up an enemy unit that somehow survived to allow another unit to Soulburst instead. Meanwhile they can do this at the low price of 60 points for a very effective unit. When used in this way you're basically using them to minimize your troop tax to spend on other toys. *'''Dire Avengers <sup>CE</sup>:''' What is there not to like about Dire Avengers? To start with, they are the only Troops level aspect warriors and swing around with BS/WS4, I4 and Ld9 (10 with Exarch, which you should '''always''' take). As a general rule, they are a decent basic infantry with some extra tricks to survive the battle - their shuriken weapons have a range of 18'' compared to usual 12'', which when combined with Bladestorm (every 6 is AP2) and Battle Focus ensure the Dire Avengers have a pretty good chance of avoiding the enemy charges while retaining a decent level of firepower (They lose Battle Focus here). Compared to average Guardians, they rock +1Ld, 4+ save and the special rule Defensive Tactics, which gives you the choice between Overwatching at BS2 or gaining Counter-Attack and Stubborn once charged (but if you choose the latter, no Overwatch for you). A decent and fluffy option, yet inferior in many ways to the other options available to the Ynnari forces - in other words, take them only in their formation. *'''Kabalite Warriors <sup>DE</sup>:''' You know them, you love them. They're your cheap scoring, your anti-tank, and your source of Raiders and Venoms. The big question is whether to take them in 5-man Venom or 10-man Raider squads - the 5 man squad puts out 17 poison shots (and 22 in rapid fire range) and costs 110 points, while the 10 man puts out an effective 13 to 27 poison shots at 160 points thanks to Splinter Racks. Either squad can take a blaster, but the presence of the Raider's Dark Lance and their ability to take another Dark Lance makes the 10 man squad better at early game and emergency tank-hunting. Once you get within Splinter Rifle range it's wasteful to shoot at tanks. Venoms are better at Alpha striking infantry from far away, so keeping them hidden behind Ravagers or stationary cover for much of the game is a good idea. ** tl;dr If you want somewhat (we're talking relative to the DE here) more durability and objective-camping ability in exchange for less initial fire power, take a pair of kitted-out raider squads. If you want more initial firepower take Venoms instead. 2 Raider Squads costs approximately 3 Venom Squads. ** Running 10-man squads disembarked and in area terrain also helps troop survivability. This way when the raider goes boom, you don't lose half the squad due to S4 hits and bad rolls. Give them a splinter cannon, and let them pour out shots. If you get turn 1, you can move up with the raider, disembark into some cover around midfield, and get even more done with them than you ever could in the raider. ** Strictly speaking,there isn't really much point to the shredder. Even though it is S6, it has no AP, meaning even Ork boys can take saves against the thing. Just buy a splinter cannon instead. Much better and no finicky blast templates to mess with. ** At 40pts, Kaballite mobs on foot will reliably make their points back against all infantry and MCs. They're expendable and your opponent will always over or underestimate them to your benefit. *'''Wych Squad <sup>DE</sup>:''' Combined with a lucky Combat Drug roll will still mean these Wyches mulch through Hordes with a bunch of high initiative attacks. Give them a Raider to improve their mobility as always, and consider deepstriking them to avoid their useless first turn. **Wyches best function now seems to be as delivery vectors for your independent characters, since they can hold high value units such as Terminators in place while Lilith/Succubus steadily dismantles them. As mentioned above they also function against low value Hordes by striking first with massed attacks, but other Dark Eldar units such as Beastmasters can do that better. ** All three Wych weapon choices are AP5, S-, and 5 points each. It should be noted that ALL weapons mentioned are taken on both hands, meaning that they'll always get another attack for having a second melee weapon. Each grants a particular type of rerolls. *** Shardnet and Impaler: Reroll 1s both To-Hit and To-Wound *** Razorflails: Reroll failed To Hit *** Hydra Gauntlets: Reroll failed To Wound ** At first glance, these three choices seem roughly identical. However, Weapon Skill 4 means that Wyches will only hit on 5s against WS9 and up. To be honest, if Wyches are against something with WS9, they're there as a tarpit, not to do damage. Razorflails, thus, are mostly trash. The Shardnet and Impaler, condoning rerolls of all 1s in close combat, seems useful. However, it quickly pales in comparison to the last weapon. Hydra Gauntlets, thanks to the Shred rule, re-roll ALL to-wound rolls. This is a much bigger boon than any of the competition. Wyches are Strength 3, meaning they'll wound Space Marines on 5s. Re-rolling this is much more important than rerolling the 3s to hit, since there are simply more chances to fail. The benefits against Toughness 3 units are also notable; most Toughness 3 models are also WS3, meaning the Wyches already hit them on 3s, rendering razorflails relatively redundant. *'''Harlequin Troupe <sup>H</sup>:''' The basic troop for the Harlequins and a great addition to the Ynnari forces. Essentially a band of giggling murderclowns that come in squads of 5-12 complete with a Troupe Master (who is a character and that could serve as the army Warlord like it does for the Harlequins - even though there are much better options in the Ynnari roster). The squad comes with the USR Hit and Run, Fleet, Fear and Furious Charge - all USR that make them an excellent assault choice for a Ynnari army, especially given their equipment (plasma grenades, flip belts make getting a charge off with them a joke) and the fact that each member of the Troupe can be customized individually, with any model being able to take any harlequin items combination, thus allowing you to fit in some anti vehicle weapons in your squad alongside anti-infantry. All in all a very valid unit option for their price and what they bring to the table (all their USR, and a 5++ save natively). Remember to buy Haywire Grenades to help you deal with vehicles - for the rest, take note that your troupe master can buy Harlequins and Ynnari relics. **Note: Even though you can in fact customize every single squad member, resist the temptation to do so (indicatively, include 1 generic model per every model with specialized weaponry - your clowns will die as soon as a competent unit does so much as sneeze at them; they are a glass cannon, always remember that if you want to use them properly. **Note II: You can take the names Troupe from the Death Masque set instead of one of your generic Troupes according to the FAQ: The Company of the Threefold Stranger and Death's Companions. Two pre-upgraded troupes, with a unique character in each, one with run and shoot and one with run and charge (respectively). Despite being cheaper, both are pretty terrible; the Death's Companions leader, Dusk, is a normal player with 2W (which means he only gets 2A, compared to the 3A of the normal Troupe Master); he's also equipped with the default (and terrible) CCW. The Company of the Threefold Stranger's leader, the Lambent Prince, is a Troupe Master with a Power Sword, Haywire Grenades, and Shuriken Pistol.
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